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https://github.com/Nimac0/SDL_Minigame
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873c019d35
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@ -7,14 +7,6 @@
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#include "ECS.h"
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#include "TextureManager.h"
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// enum SoundTypes
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// {
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// STEPS,
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// THROW_EGG,
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// };
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// class Game;
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class GameInternal;
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/*!
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@ -43,28 +35,43 @@ class SoundManager
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std::map<const char*, Mix_Music*> music_cache;
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std::map<const char*, Mix_Chunk*> sound_cache;
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Mix_Music* loadMusic(const char* fileName); //!< Loads music from a file (mp3)
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//! \returns a pointer to Mix_Music, which is added to a map in the AssetManager
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//! \sa AssetManager::AddMusic(std::string id, const char* path)
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Mix_Chunk* loadSound(const char* fileName); //!< Loads sound effects from a file (wav)
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//! \returns a pointer to Mix_Chunk, which is added to a map in the AssetManager
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//! \sa AssetManager::AddSound(std::string id, const char* path)
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/*!
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* \brief Loads music from a file (mp3)
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* \returns a pointer to Mix_Music
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* \sa AssetManager::AddMusic(std::string id, const char* path)
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*/
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Mix_Music* loadMusic(const char* fileName);
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/*!
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* \brief Loads sound effects from a file (wav)
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* \returns a pointer to Mix_Chunk
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* \sa AssetManager::AddSound(std::string id, const char* path)
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*/
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Mix_Chunk* loadSound(const char* fileName);
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static void playSound(GameInternal* game, std::string sound, bool canOverlap, int loops, int volume, int channel); //!< Plays sound effects
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//! handles if sounds can overlap, how often they can loop, as well as the volume at which the specified sound effect should play
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static void playMusic(GameInternal* game, std::string sound, int loops, int volume, int ms); //<! Plays music
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//! handles how often the track should loop, as well as the volume at which the specified track should play
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/*!
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* \brief Handles playing of sound effects
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*
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* Handles if sounds can overlap, how often they can loop, as well as the volume at which the specified sound effect should play
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* and on which channel the soundeffect should play.
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*/
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static void playSound(GameInternal* game, std::string sound, bool canOverlap, int loops, int volume, int channel);
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/*!
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* \brief Handles playing of music
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*
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* Handles how often track can loop, as well as the volume at which the specified track should play and if it fades in.
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*/
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static void playMusic(GameInternal* game, std::string sound, int loops, int volume, int ms);
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static void setSoundVolume(int volume, int channel); //!< Volume handling for the entire program
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static void setMusicVolume(int volume);
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static void setSoundVolume(int volume, int channel); //!< Volume handling for sound effects (either all or on a specific channel)
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static void setMusicVolume(int volume); //!< Volume handling for music track
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static void pauseSound(int channel);
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static void pauseMusic();
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static void pauseSound(int channel); //!< Handles pausing sound effects (either all or on a specific channel)
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static void pauseMusic(); //!< Handles pausing music track
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static void restartSound(int channel);
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static void restartMusic();
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static void restartSound(int channel); //!< Handles resuming sound effects (either all or on a specific channel)
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static void restartMusic(); //!< Handles resuming music track
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static void fadeOutMusic(int ms);
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static void fadeOutMusic(int ms); //!< Handles fading out a music track
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private:
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};
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@ -152,8 +152,8 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
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assets->addTexture("egg", "assets/egg.png");
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*/
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// loading sounds
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assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
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assets->addSoundEffect("steps", "assets/sound/steps.wav");
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// assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
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// assets->addSoundEffect("steps", "assets/sound/steps.wav");
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// loading music
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// assets->addMusic("background_music", "assets/sound/background_music.mp3");
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@ -18,11 +18,11 @@ Mix_Music* SoundManager::loadMusic(const char* fileName)
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auto music = Mix_LoadMUS(fileName);
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if (music == NULL)
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throw std::runtime_error(std::string("Couldn't load music '") + fileName + "'");
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std::cerr << "Couldn't load music '" << fileName << "'" << std::endl;
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this->music_cache.emplace(fileName, music);
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printf("Loaded music at '%s'\n", fileName);
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std::cout << "Loaded music at " << fileName << std::endl;
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return music;
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}
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@ -38,22 +38,29 @@ Mix_Chunk* SoundManager::loadSound(const char* fileName)
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auto sound = Mix_LoadWAV(fileName);
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if (sound == NULL)
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throw std::runtime_error(std::string("Couldn't load sound '") + fileName + "'");
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std::cerr << "Couldn't load sound '" << fileName << "'" << std::endl;
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this->sound_cache.emplace(fileName, sound);
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printf("Loaded sound at '%s'\n", fileName);
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std::cout << "Loaded sound at " << fileName << std::endl;
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return sound;
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}
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// TODO: using a string here is probably... a less than stellar method, figure out how to change this
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void SoundManager::playSound(GameInternal* game, std::string sound, bool canOverlap, int loops, int volume, int channel)
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{
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if(!canOverlap)
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{
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if (Mix_Playing(channel) != 0)
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// dev needs to specify a channel for this check to work, if they set it to -1 and let sdl pick the first available
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// channel mix_getchunk() won't work
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if (Mix_Playing(channel) != 0 &&
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Mix_GetChunk(channel) == game->assets->getSound(sound) &&
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channel != -1)
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{
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return;
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}
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Mix_HaltChannel(channel);
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}
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if(Mix_VolumeChunk(game->assets->getSound(sound), volume) == -1)
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